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  • LLBLGen Pro feature highlights: grouping model elements

    - by FransBouma
    (This post is part of a series of posts about features of the LLBLGen Pro system) When working with an entity model which has more than a few entities, it's often convenient to be able to group entities together if they belong to a semantic sub-model. For example, if your entity model has several entities which are about 'security', it would be practical to group them together under the 'security' moniker. This way, you could easily find them back, yet they can be left inside the complete entity model altogether so their relationships with entities outside the group are kept. In other situations your domain consists of semi-separate entity models which all target tables/views which are located in the same database. It then might be convenient to have a single project to manage the complete target database, yet have the entity models separate of each other and have them result in separate code bases. LLBLGen Pro can do both for you. This blog post will illustrate both situations. The feature is called group usage and is controllable through the project settings. This setting is supported on all supported O/R mapper frameworks. Situation one: grouping entities in a single model. This situation is common for entity models which are dense, so many relationships exist between all sub-models: you can't split them up easily into separate models (nor do you likely want to), however it's convenient to have them grouped together into groups inside the entity model at the project level. A typical example for this is the AdventureWorks example database for SQL Server. This database, which is a single catalog, has for each sub-group a schema, however most of these schemas are tightly connected with each other: adding all schemas together will give a model with entities which indirectly are related to all other entities. LLBLGen Pro's default setting for group usage is AsVisualGroupingMechanism which is what this situation is all about: we group the elements for visual purposes, it has no real meaning for the model nor the code generated. Let's reverse engineer AdventureWorks to an entity model. By default, LLBLGen Pro uses the target schema an element is in which is being reverse engineered, as the group it will be in. This is convenient if you already have categorized tables/views in schemas, like which is the case in AdventureWorks. Of course this can be switched off, or corrected on the fly. When reverse engineering, we'll walk through a wizard which will guide us with the selection of the elements which relational model data should be retrieved, which we can later on use to reverse engineer to an entity model. The first step after specifying which database server connect to is to select these elements. below we can see the AdventureWorks catalog as well as the different schemas it contains. We'll include all of them. After the wizard completes, we have all relational model data nicely in our catalog data, with schemas. So let's reverse engineer entities from the tables in these schemas. We select in the catalog explorer the schemas 'HumanResources', 'Person', 'Production', 'Purchasing' and 'Sales', then right-click one of them and from the context menu, we select Reverse engineer Tables to Entity Definitions.... This will bring up the dialog below. We check all checkboxes in one go by checking the checkbox at the top to mark them all to be added to the project. As you can see LLBLGen Pro has already filled in the group name based on the schema name, as this is the default and we didn't change the setting. If you want, you can select multiple rows at once and set the group name to something else using the controls on the dialog. We're fine with the group names chosen so we'll simply click Add to Project. This gives the following result:   (I collapsed the other groups to keep the picture small ;)). As you can see, the entities are now grouped. Just to see how dense this model is, I've expanded the relationships of Employee: As you can see, it has relationships with entities from three other groups than HumanResources. It's not doable to cut up this project into sub-models without duplicating the Employee entity in all those groups, so this model is better suited to be used as a single model resulting in a single code base, however it benefits greatly from having its entities grouped into separate groups at the project level, to make work done on the model easier. Now let's look at another situation, namely where we work with a single database while we want to have multiple models and for each model a separate code base. Situation two: grouping entities in separate models within the same project. To get rid of the entities to see the second situation in action, simply undo the reverse engineering action in the project. We still have the AdventureWorks relational model data in the catalog. To switch LLBLGen Pro to see each group in the project as a separate project, open the Project Settings, navigate to General and set Group usage to AsSeparateProjects. In the catalog explorer, select Person and Production, right-click them and select again Reverse engineer Tables to Entities.... Again check the checkbox at the top to mark all entities to be added and click Add to Project. We get two groups, as expected, however this time the groups are seen as separate projects. This means that the validation logic inside LLBLGen Pro will see it as an error if there's e.g. a relationship or an inheritance edge linking two groups together, as that would lead to a cyclic reference in the code bases. To see this variant of the grouping feature, seeing the groups as separate projects, in action, we'll generate code from the project with the two groups we just created: select from the main menu: Project -> Generate Source-code... (or press F7 ;)). In the dialog popping up, select the target .NET framework you want to use, the template preset, fill in a destination folder and click Start Generator (normal). This will start the code generator process. As expected the code generator has simply generated two code bases, one for Person and one for Production: The group name is used inside the namespace for the different elements. This allows you to add both code bases to a single solution and use them together in a different project without problems. Below is a snippet from the code file of a generated entity class. //... using System.Xml.Serialization; using AdventureWorks.Person; using AdventureWorks.Person.HelperClasses; using AdventureWorks.Person.FactoryClasses; using AdventureWorks.Person.RelationClasses; using SD.LLBLGen.Pro.ORMSupportClasses; namespace AdventureWorks.Person.EntityClasses { //... /// <summary>Entity class which represents the entity 'Address'.<br/><br/></summary> [Serializable] public partial class AddressEntity : CommonEntityBase //... The advantage of this is that you can have two code bases and work with them separately, yet have a single target database and maintain everything in a single location. If you decide to move to a single code base, you can do so with a change of one setting. It's also useful if you want to keep the groups as separate models (and code bases) yet want to add relationships to elements from another group using a copy of the entity: you can simply reverse engineer the target table to a new entity into a different group, effectively making a copy of the entity. As there's a single target database, changes made to that database are reflected in both models which makes maintenance easier than when you'd have a separate project for each group, with its own relational model data. Conclusion LLBLGen Pro offers a flexible way to work with entities in sub-models and control how the sub-models end up in the generated code.

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  • Are today's general purpose languages at the right level of abstarction ?

    - by KeesDijk
    Today Uncle Bob Martin, a genuine hero, showed this video In this video Bob Martin claims that our programming languages are at the right level for our problems at this time. One of the reasons I get from this video as that he Bob Martin sees us detail managers and our problems are at the detail level. This is the first time I have to disagree with Bob Martin and was wondering what the people at programmers think about this. First there is a difference between MDA and MDE MDA in itself hasn't worked and I blame way to much formalisation at a level you can't formalize these kind of problems. MDE and MDD are still trying to prove themselves and in my mind show great promise. e.g. look at MetaEdit The detail still needs to be management in my mind, but you do so in one place (framework or generators) instead of at multiple places. Right for our kind of problems ? I think depends on what problems you look at. Do the current programming languages keep up with the current demands on time to market ? Are they good at bridging the business IT communication gap ? So what do you think ?

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  • LLBLGen Pro and JSON serialization

    - by FransBouma
    I accidentally removed a reply from my previous blogpost, and as this blog-engine here at weblogs.asp.net is apparently falling apart, I can't re-add it as it thought it would be wise to disable comment controls on all posts, except new ones. So I'll post the reply here as a quote and reply on it. 'Steven' asks: What would the future be for LLBLGen Pro to support JSON for serialization? Would it be worth the effort for a LLBLGenPro user to bother creating some code templates to produce additional JSON serializable classes? Or just create some basic POCO classes which could be used for exchange of client/server data and use DTO to map these back to LLBGenPro ones? If I understand the work around, it is at the expense of losing xml serialization. Well, as described in the previous post, to enable JSON serialization, you can do that with a couple of lines and some attribute assignments. However, indeed, the attributes might make the XML serialization not working, as described in the previous blogpost. This is the case if the service you're using serializes objects using the DataContract serializer: this serializer will give up to serialize the entity objects to XML as the entity objects implement IXmlSerializable and this is a no-go area for the DataContract serializer. However, if your service doesn't use a DataContract serializer, or you serialize the objects manually to Xml using an xml serializer, you're fine. When you want to switch to Xml serializing again, instead of JSON in WebApi, and you have decorated the entity classes with the data-contract attributes, you can switch off the DataContract serializer, by setting a global configuration setting: var xml = GlobalConfiguration.Configuration.Formatters.XmlFormatter; xml.UseXmlSerializer = true; This will make the WebApi use the XmlSerializer, and run the normal IXmlSerializable interface implementation.

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  • Are today's general purpose languages at the right level of abstraction ?

    - by KeesDijk
    Today Uncle Bob Martin, a genuine hero, showed this video In this video Bob Martin claims that our programming languages are at the right level for our problems at this time. One of the reasons I get from this video as that Bob Martin sees us as detail managers and our problems are at the detail level. This is the first time I have to disagree with Bob Martin and was wondering what the people at programmers think about this. First there is a difference between MDA and MDE MDA in itself hasn't worked and I blame way to much formalisation at a level you can't formalize these kind of problems. MDE and MDD are still trying to prove themselves and in my mind show great promise. e.g. look at MetaEdit The detail still needs to be management in my mind, but you do so in one place (framework or generators) instead of at multiple places. Right for our kind of problems ? I think depends on what problems you look at. Do the current programming languages keep up with the current demands on time to market ? Are they good at bridging the business IT communication gap ? So what do you think ?

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  • Nginx rewrite: remove .html from URL with arguments

    - by Darko
    How can i remove the .html from an url with argument? eg: http://www.domain.com/somepage.html?argument=whole&bunch=a-lot to: http://www.domain.com/somepage?argument=whole&bunch=a-lot I have tried location / { index index.html index.php; rewrite ^\.html(.*)$ $1 last; try_files $uri $uri/ @handler; expires 30d; ## Assume all files are cachable } and a bunch of other suggestions, but can't seem to make it work.... Tnx

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  • SDLC/Deployment/Documentation ERP/framework that minimizes developer misery

    - by foampile
    I was wondering if there are favorite SDLC/Deployment/Documentation/Versioning ERP/frameworks that work with popular SDLC methodologies, such as Agile, that minimize developer exposure to what most programmer hate to do most -- PAPERWORK ? Often, release management is extremely inefficient and there is a lot of data duplication across documents that are required to accompany changes -- e.g. when submitting a deployment request, I must list all files and their revisions from source control -- but why is that necessary if every file revision I check in is pinned to a work order and a deployment request is just a list of work orders -- such info should be able to be pulled from the system automatically without me needing to extract it and report it. And then there is a backout plan -- well just do everything in reverse from what you did to deploy -- why do you need specific instructions? Similar applies for documentation... So I am curious if there is an overall, all-encompassing ERP that includes source control and minimizes paperwork by sharing centralized data across different documents (such as documentation being pulled from javadoc without needing to write it separately) associated with SDLC yet does not compromise structure and control over the code base and release management.

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  • T4Toolbox and Visual Studio 2010

    - by Ben Griswold
    I’ve been using the T4Toolbox to help generate my ASP.NET MVC models and scaffolding for a while now.  Another developer tried using my generator project last week and ran into troubles due to a breaking change around the RenderCore() and TransformText() methods in support for VS 2010.  If you upgraded to the latest version of T4Toolbox and receive a build error similar to the following, you are probably in the same boat: GeneratedTextTransformation.[Template].RenderCore(): no suitable method found to override We took the easy way out.  I had him uninstall the latest version of T4Toolbox and install version 9.7.25.1 which my templates were initially coded against.  For now, that worked great, but it sounds like I’ll be doing some rework of the 20+ templates in my project to support Visual Studio 2010 when we migrate later this month.

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  • Latest AutoVue Podcast - Customer Success at Ringhals/Vattenfall

    - by pam.petropoulos(at)oracle.com
    Ringhals, a Swedish nuclear power plant, part of the Vattenfall Group, produces 20% of the country's electricity and is the largest power station in the Nordic region. Ringhals has standardized on AutoVue for most of their engineering and asset document visualization requirements throughout their plant maintenance, design and engineering operations. This audio interview, hosted by Folia Grace, Oracle Vice President of Application Product Marketing, features Harald Carlsson, Documentation Administrator at Ringhals/Vattenfall. Hear Harald describe how they have cut IT maintenance costs, increased productivity, and improved maintenance operations throughout their facility. Click here to listen to the podcast

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  • Infinite detail inside Perlin noise procedural mapping

    - by Dave Jellison
    I am very new to game development but I was able to scour the internet to figure out Perlin noise enough to implement a very simple 2D tile infinite procedural world. Here's the question and it's more conceptual than code-based in answer, I think. I understand the concept of "I plug in (x, y) and get back from Perlin noise p" (I'll call it p). P will always be the same value for the same (x, y) (as long as the Perlin algorithm parameters haven't changed, like altering number of octaves, et cetera). What I want to do is be able to zoom into a square and be able to generate smaller squares inside of the already generated overhead tile of terrain. Let's say I have a jungle tile for overhead terrain but I want to zoom in and maybe see a small river tile that would only be a creek and not large enough to be a full "big tile" of water in the overhead. Of course, I want the same net effect as a Perlin equation inside a Perlin equation if that makes sense? (aka. I want two people playing the game with the same settings to get the same terrain and details every time). I can conceptually wrap my head around the large tile being based on an "zoomed out" coordinate leaving enough room to drill into but this approach doesn't make sense in my head (maybe I'm wrong). I'm guessing with this approach my overhead terrain would lose all of the cohesiveness delivered by the Perlin. Imagine I calculate (0, 0) as overhead tile 1 and then to the east of that I plug in (50, 0). OK, great, I now have 49 pixels of detail I could then "drill down" into. The issue I have in my head with this approach (without attempting it) is that there's no guarantee from my Perlin noise that (0,0) would be a good neighbor to (50,0) as they could have wildly different "elevations" or p/resultant values returning from the Perlin equation when I generate the overhead map. I think I can conceive of using the Perlin noise for the overhead tile to then reuse the p value as a seed for the "detail" level of noise once I zoom in. That would ensure my detail Perlin is always the same configuration for (0,0), (1,0), etc. ad nauseam but I'm not sure if there are better approaches out there or if this is a sound approach at all.

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  • Design Code Outside of an IDE (C#)?

    - by ryanzec
    Does anyone design code outside of an IDE? I think that code design is great and all but the only place I find myself actually design code (besides in my head) is in the IDE itself. I generally think about it a little before hand but when I go to type it out, it is always in the IDE; no UML or anything like that. Now I think having UML of your code is really good because you are able to see a lot more of the code on one screen however the issue I have is that once I type it in UML, I then have to type the actual code and that is just a big duplicate for me. For those who work with C# and design code outside of Visual Studio (or at least outside Visual Studio's text editor), what tools do you use? Do those tools allow you to convert your design to actual skeleton code? It is also possible to convert code to the design (when you update the code and need an updated UML diagram or whatnot)?

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  • Procedural... house with rooms generator

    - by pek
    I've been looking at some algorithms and articles about procedurally generating a dungeon. The problem is, I'm trying to generate a house with rooms, and they don't seem to fit my requirements. For one, dungeons have corridors, where houses have halls. And while initially they might seem the same, a hall is nothing more than the area that isn't a room, whereas a corridor is specifically designed to connect one area to another. Another important difference with a house is that you have a specific width and height, and you have to fill the entire thing with rooms and halls, whereas with a dungeon, there is empty space. I think halls in a house is something in between a dungeon corridor (gets you to other rooms) and an empty space in the dungeon (it's not explicitly defined in code). More specifically, the requirements are: There is a set of predefined rooms I cannot create walls and doors on the fly. Rooms can be rotated but not resized Again, because I have a predefined set of rooms, I can only rotate them, not resize them. The house dimensions are set and has to be entirely filled with rooms (or halls) I.e. I want to fill a 14x20 house with the available rooms making sure there is no empty space. Here are some images to make this a little more clear: As you can see, in the house, the "empty space" is still walkable and it gets you from one room to another. So, having said all this, maybe a house is just a really really tightly packed dungeon with corridors. Or it's something easier than a dungeon. Maybe there is something out there and I haven't found it because I don't really know what to search for. This is where I'd like your help: could you give me pointers on how to design this algorithm? Any thoughts on what steps it will take? If you have created a dungeon generator, how would you modify it to fit my requirements? You can be as specific or as generic as you like. I'm looking to pick your brains, really.

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  • Huge procedurally generated 'wilderness' worlds

    - by The Communist Duck
    Hi. I'm sure you all know of games like Dwarf Fortress - massive, procedural generated wilderness and land. Something like this, taken from this very useful article. However, I was wondering how I could apply this to a much larger scale; the scale of Minecraft comes to mind (isn't that something like 8x the size of the Earth's surface?). Pseudo-infinite, I think the best term would be. The article talks about fractal perlin noise. I am no way an expert on it, but I get the general idea (it's some kind of randomly generated noise which is semi-coherent, so not just random pixel values). I could just define regions X by X in size, add some region loading type stuff, and have one bit of noise generating a region. But this would result in just huge amounts of islands. On the other extreme, I don't think I can really generate a supermassive sheet of perlin noise. And it would just be one big island, I think. I am pretty sure Perlin noise, or some noise, would be the answer in some way. I mean, the map is really nice looking. And you could replace the ascii with tiles, and get something very nice looking. Anyone have any ideas? Thanks. :D -TheCommieDuck

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  • Right approach to convert a word document that contains forms in a web app

    - by carlo
    I would know if someone can suggest a good approach to convert a word document that contains forms in a web app, specifically in an application built with WaveMaker.(but I'm curious also with a general approach not strictly dependent on the technology that I have mentioned). For example, if I have a page in a word document, that maps the fields of a user entity, what could be my "programmer approach" to convert it without much use of copy-paste, but with a dynamic methodology ?

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  • How to use html and JavaScript in Content Editor web part in SharePoint2010

    - by ybbest
    Here are the steps you need to take to use html and JavaScript in content editor web part. 1. Edit a site page and add a content editor web part on the page. 2. After the content editor is added to the page, it will display on the page like shown below 3. Next, upload your html and JavaScript content as a text file to a document library inside your SharePoint site. Here is the content in the document <script type="text/javascript"> alert("Hello World"); </script> 4. Edit the content editor web part and reference the file you just uploaded. 5. Save the page and you will see the hello world prompt. References: http://stackoverflow.com/questions/5020573/sharepoint-2010-content-editor-web-part-duplicating-entries http://sharepointadam.com/2010/08/31/insert-javascript-into-a-content-editor-web-part-cewp/

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  • Why is permadeath essential to a roguelike design?

    - by Gregory Weir
    Roguelikes and roguelike-likes (Spelunky, The Binding of Isaac) tend to share a number of game design elements: Procedurally generated worlds Character growth by way of new abilities and powers Permanent death I can understand why starting with permadeath as a premise would lead you to the other ideas: if you're going to be starting over a lot, you'll want variety in your experiences. But why do the first two elements imply a permadeath approach?

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  • Is it better to hard code data or find an algorithm?

    - by OghmaOsiris
    I've been working on a boardgame that has a hex grid as the board (the upper right grid in the image below) Since the board will never change and the spaces on the board will always be linked to the same other spaces around it, should I just hard code every space with the values that I need? Or should I use various algorithms to calculate links and traversals? To be more specific, my board game is a 4 player game where each player has a 5x5x5x5x5x5 hex grid (again, the upper right grid in th eimage above). The object is to get from the bottom of the grid to the top, with various obstacles in the way, and each players being able to attack eachother from the edge of their grid onto other players based on a range multiplier. Since the players grid will never change and the distance of any arbitrary space from the edge of the grid will always be the same, should I just hard code this number into each of the spaces, or should I still use a breadth first search algorithm when players are attacking? The only con I can think of for hard coding everything is that I'm going to code 9+ 2(5+6+7+8) = 61 individual cells. Is there anything else that I'm missing that I should consider using more complex algorithms?

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  • tail-like view on HTML logfiles

    - by h0b0
    I'm working on an application that creates HTML log files. I'm tired of having to manually reload and scroll to the bottom in the browser to see the latest entries. A solution that does not really satisfy me is using the Firefox plugins ReloadEvery and ScrollyFox. In many situations reloading frequency and scrolling speed are just to slow. Of course I could actually use tail, but I would prefer a rendered HTML page. Do you have any suggestions? Firefox extensions are preferred, but any other tip is appreciated, too.

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  • Dynamic Environment Creation

    - by Jack
    I was wondering, I'm thinking on a more small-scale, abstracted level, but how does one create a dynamic environment a la Minecraft? In specific, I'm thinking of the world as a 3 dimensional array of block objects, how is it made so that large features such as oceans are created? The language isn't important, I'm thinking on a conceptual level, but if it helps, I use C# or C++. Thanks for any help!

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  • Stack Overflow Error

    - by dylanisawesome1
    I recently created a recursive cave algorithm, and would like to have more extensive caves, but get a stack overflow after re-cursing a couple times. Any advice? Here's my code: for(int i=0;i<100;i++) { int rand = new Random().nextInt(100); if(rand<=20) { if(curtile.bounds.y-40>500+new Random().nextInt(20)) digDirection(Direction.UP); } if(rand<=40 && rand>20) { if(curtile.bounds.y+40<m.height) digDirection(Direction.DOWN); } if(rand<=60 && rand>40) { if(curtile.bounds.x-40>0) digDirection(Direction.LEFT); } if(rand<=80 && rand>60) { if(curtile.bounds.x+40<m.width) digDirection(Direction.RIGHT); } } } public void digDirection(Direction d) { if(new Random().nextInt(100)<=10) { new Miner(curtile, map); // try { // Thread.sleep(2); // } catch (InterruptedException e) { // // TODO Auto-generated catch block // e.printStackTrace(); // } //Tried this to avoid stack overflow. Didn't work. }

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  • Programatically clicking a HTML button by vb.net [closed]

    - by Chauhdry King
    I have to click a HTML button programatically which is on the 3rd page of the website. The button is without id. It has just name type and value. The HTML code of the button is given below <FORM NAME='form1' METHOD='post' action='/dflogin.php'> <INPUT TYPE='hidden' NAME='txtId' value='E712050-15'><INPUT TYPE='hidden' NAME='txtassId' value='1'><INPUT TYPE='hidden' NAME='txtPsw' value='HH29'><INPUT TYPE='hidden' NAME='txtLog' value='0'><h6 align='right'><INPUT TYPE='SUBMIT' NAME='btnSub' value='Next' style='background-color:#009900; color:#fff;'></h6></FORM> I am using the following code to click it Dim i As Integer Dim allButtons As HtmlElementCollection allButtons = WebBrowser1.Document.GetElementsByTagName("input") i = 0 For Each webpageelement As HtmlElement In allButtons i += 1 If i = 5 Then webpageelement.InvokeMember("click") End If Next But I am not able to click it. I am using the vb.net 2008 platform. Can anyone tell me the solution to click it?

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  • What is a simple deformer in which vertices deform linearly with control points?

    - by sebf
    In my project I want to deform a complex mesh, using a simpler 'proxy' mesh. In effect, each vertex of the proxy/collision mesh will be a control point/bone, which should deform the vertices of the main mesh attached to it depending on weight, but where the weight is not dependant on the absolute distance from the control point but rather distance relative to the other affecting control points. The point of this is to preserve complex three dimensional features of the main mesh while using physics implementations which expect something far simpler, low resolution, single surface, etc. Therefore, the vertices must deform linearly with their respective weighted control points (i.e. no falloff fields or all the mesh features will end up collapsed) - as if each vertex was linked to a point on the plane created by the attached control points and deformed with it. I have tried implementing the weight computation algorithm in this paper (page 4) but it is not working as expected and I am wondering if it is really the best way to do what I want. What is the simplest way to 'skin'* an arbitrary mesh, to another arbitrary mesh? *By skin I mean I need an algorithm to determine the best control points for a vertex, and their weights.

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  • Creating New Scripts Dynamically in Lua

    - by bazola
    Right now this is just a crazy idea that I had, but I was able to implement the code and get it working properly. I am not entirely sure of what the use cases would be just yet. What this code does is create a new Lua script file in the project directory. The ScriptWriter takes as arguments the file name, a table containing any arguments that the script should take when created, and a table containing any instance variables to create by default. My plan is to extend this code to create new functions based on inputs sent in during its creation as well. What makes this cool is that the new file is both generated and loaded dynamically on the fly. Theoretically you could get this code to generate and load any script imaginable. One use case I can think of is an AI that creates scripts to map out it's functions, and creates new scripts for new situations or environments. At this point, this is all theoretical, though. Here is the test code that is creating the new script and then immediately loading it and calling functions from it: function Card:doScriptWriterThing() local scriptName = "ScriptIAmMaking" local scripter = scriptWriter:new(scriptName, {"argumentName"}, {name = "'test'", one = 1}) scripter:makeFileForLoadedSettings() local loadedScript = require (scriptName) local scriptInstance = loadedScript:new("sayThis") print(scriptInstance:get_name()) --will print test print(scriptInstance:get_one()) -- will print 1 scriptInstance:set_one(10000) print(scriptInstance:get_one()) -- will print 10000 print(scriptInstance:get_argumentName()) -- will print sayThis scriptInstance:set_argumentName("saySomethingElse") print(scriptInstance:get_argumentName()) --will print saySomethingElse end Here is ScriptWriter.lua local ScriptWriter = {} local twoSpaceIndent = " " local equalsWithSpaces = " = " local newLine = "\n" --scriptNameToCreate must be a string --argumentsForNew and instanceVariablesToCreate must be tables and not nil function ScriptWriter:new(scriptNameToCreate, argumentsForNew, instanceVariablesToCreate) local instance = setmetatable({}, { __index = self }) instance.name = scriptNameToCreate instance.newArguments = argumentsForNew instance.instanceVariables = instanceVariablesToCreate instance.stringList = {} return instance end function ScriptWriter:makeFileForLoadedSettings() self:buildInstanceMetatable() self:buildInstanceCreationMethod() self:buildSettersAndGetters() self:buildReturn() self:writeStringsToFile() end --very first line of any script that will have instances function ScriptWriter:buildInstanceMetatable() table.insert(self.stringList, "local " .. self.name .. " = {}" .. newLine) table.insert(self.stringList, newLine) end --every script made this way needs a new method to create its instances function ScriptWriter:buildInstanceCreationMethod() --new() function declaration table.insert(self.stringList, ("function " .. self.name .. ":new(")) self:buildNewArguments() table.insert(self.stringList, ")" .. newLine) --first line inside :new() function table.insert(self.stringList, twoSpaceIndent .. "local instance = setmetatable({}, { __index = self })" .. newLine) --add designated arguments inside :new() self:buildNewArgumentVariables() --create the instance variables with the loaded values for key,value in pairs(self.instanceVariables) do table.insert(self.stringList, twoSpaceIndent .. "instance." .. key .. equalsWithSpaces .. value .. newLine) end --close the :new() function table.insert(self.stringList, twoSpaceIndent .. "return instance" .. newLine) table.insert(self.stringList, "end" .. newLine) table.insert(self.stringList, newLine) end function ScriptWriter:buildNewArguments() --if there are arguments for :new(), add them for key,value in ipairs(self.newArguments) do table.insert(self.stringList, value) table.insert(self.stringList, ", ") end if next(self.newArguments) ~= nil then --makes sure the table is not empty first table.remove(self.stringList) --remove the very last element, which will be the extra ", " end end function ScriptWriter:buildNewArgumentVariables() --add the designated arguments to :new() for key, value in ipairs(self.newArguments) do table.insert(self.stringList, twoSpaceIndent .. "instance." .. value .. equalsWithSpaces .. value .. newLine) end end --the instance variables need separate code because their names have to be the key and not the argument name function ScriptWriter:buildSettersAndGetters() for key,value in ipairs(self.newArguments) do self:buildArgumentSetter(value) self:buildArgumentGetter(value) table.insert(self.stringList, newLine) end for key,value in pairs(self.instanceVariables) do self:buildInstanceVariableSetter(key, value) self:buildInstanceVariableGetter(key, value) table.insert(self.stringList, newLine) end end --code for arguments passed in function ScriptWriter:buildArgumentSetter(variable) table.insert(self.stringList, "function " .. self.name .. ":set_" .. variable .. "(newValue)" .. newLine) table.insert(self.stringList, twoSpaceIndent .. "self." .. variable .. equalsWithSpaces .. "newValue" .. newLine) table.insert(self.stringList, "end" .. newLine) end function ScriptWriter:buildArgumentGetter(variable) table.insert(self.stringList, "function " .. self.name .. ":get_" .. variable .. "()" .. newLine) table.insert(self.stringList, twoSpaceIndent .. "return " .. "self." .. variable .. newLine) table.insert(self.stringList, "end" .. newLine) end --code for instance variable values passed in function ScriptWriter:buildInstanceVariableSetter(key, variable) table.insert(self.stringList, "function " .. self.name .. ":set_" .. key .. "(newValue)" .. newLine) table.insert(self.stringList, twoSpaceIndent .. "self." .. key .. equalsWithSpaces .. "newValue" .. newLine) table.insert(self.stringList, "end" .. newLine) end function ScriptWriter:buildInstanceVariableGetter(key, variable) table.insert(self.stringList, "function " .. self.name .. ":get_" .. key .. "()" .. newLine) table.insert(self.stringList, twoSpaceIndent .. "return " .. "self." .. key .. newLine) table.insert(self.stringList, "end" .. newLine) end --last line of any script that will have instances function ScriptWriter:buildReturn() table.insert(self.stringList, "return " .. self.name) end function ScriptWriter:writeStringsToFile() local fileName = (self.name .. ".lua") file = io.open(fileName, 'w') for key,value in ipairs(self.stringList) do file:write(value) end file:close() end return ScriptWriter And here is what the code provided will generate: local ScriptIAmMaking = {} function ScriptIAmMaking:new(argumentName) local instance = setmetatable({}, { __index = self }) instance.argumentName = argumentName instance.name = 'test' instance.one = 1 return instance end function ScriptIAmMaking:set_argumentName(newValue) self.argumentName = newValue end function ScriptIAmMaking:get_argumentName() return self.argumentName end function ScriptIAmMaking:set_name(newValue) self.name = newValue end function ScriptIAmMaking:get_name() return self.name end function ScriptIAmMaking:set_one(newValue) self.one = newValue end function ScriptIAmMaking:get_one() return self.one end return ScriptIAmMaking All of this is generated with these calls: local scripter = scriptWriter:new(scriptName, {"argumentName"}, {name = "'test'", one = 1}) scripter:makeFileForLoadedSettings() I am not sure if I am correct that this could be useful in certain situations. What I am looking for is feedback on the readability of the code, and following Lua best practices. I would also love to hear whether this approach is a valid one, and whether the way that I have done things will be extensible.

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  • Filtering content from response body HTML (mod_security or other WAFs)

    - by Bingo Star
    We have Apache on Linux with mod_security as the Web App Firewall (WAF) layer. To prevent content injections, we have some rules that basically disable a page containing some text patterns from showing up at all. For example, if an HTML page on webserver has slur words (because some webmaster may have copied/pasted text without proofreading) the Apache server throws a 406 error. Our requirement now is a little different: we would like to show the page as regular 200, but if such a pattern is matched, we want to strip out the offending content. Not block the entire page. If we had a server side technology we could easily code for this, but sadly this is for a website with 1000s of static html pages. Another solution might have been to do a cronjob of find/replace strings and run them on folders en-masse, maybe, but we don't have access to the file system in this case (different department). We do have control over WAF or Apache rules if any. Any pointers or creative ideas?

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  • What is the best way to "carve" a terrain created from a heightmap?

    - by tigrou
    I have a 3d landscape created from a heightmap. I'd like to "carve" some holes in that terrain. That will allow me to create bridges, caverns and tunnels inside it. That operation will be done in the game editor so it doesn't need to be realtime. In the end, rendering is done using traditional polygons. What would be the best/easiest way to do that ? I already think about several solutions : Solution 1 1) Create voxels from the heightmap (very easy). In other words, fill a 3D array like this : voxels[32][32][32] from the heightmap values. 2) Carve holes in the voxels as i want (easy too). 3) Convert voxels to polygons using some iso-surface extraction technique (like marching cubes). 4) Reduce (decimate) polygons created in 3). This technique seems to be the most promising for giving good results (untested). However the problem with marching cubes is that they tends to produce lots of polygons thus reducing them is mandatory. Implementing 4) also seems not trivial, i have read several papers on the web and it seems pretty complex. I was also unable to find an example, code snippet or something to start writing an algorithm for triangle mesh decimation. Maybe there is a special decimation algorithm (simpler) for meshes created from marching cubes ? Solution 2 1) Create some triangle mesh from the heighmap (easy). 2) Apply severals 3D boolean operation (eg: subtraction with a sphere) to carve the mesh. 3) apply some procedure to reduce polygons (optional). Operation 2) seems to be very complex and to be honest i have no idea how to do that. Also applying many boolean operation seems to be slow and will maybe degrade the triangle mesh every time a boolean operation is applied.

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